using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
// Eraile
using Plateformeur.Engine;

namespace Plateformeur
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
		public static bool sGameOver = false;
		public static int score = 0;


        /// <summary>
        /// Variables du shmup
        /// </summary>
        private GameObject mPlayer;

        private float mTimeSInceLastEnnemy;
		private SpriteFont mFont;



        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            mTimeSInceLastEnnemy = 15.0f;        
		}

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            GameObject.sGame = this;
            GameObject.sContent = this.Content;

            mPlayer = new GameEntities.Player();
            Components.Add(mPlayer);

            for (int i = 0; i < graphics.PreferredBackBufferWidth / 64 + 1; i++)
            {
                Components.Add(new GameEntities.Plateform("plateforme", new Vector2(i * 64, graphics.PreferredBackBufferHeight - 64)));
            }

            

            base.Initialize();
        }

        #region Content Management
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            GameObject.sSpriteBatch = spriteBatch;

            // TODO: use this.Content to load your game content here
			mFont = Content.Load<SpriteFont>( "sfunte" );
        }


        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        #endregion

        #region Update()
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            mTimeSInceLastEnnemy += (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (mTimeSInceLastEnnemy > 5.0f)
            {
                Components.Add(new GameEntities.Ennemy(new Vector2(700, 350)));
                mTimeSInceLastEnnemy = 0;
            }

            base.Update(gameTime);
        }
        #endregion

        #region Draw
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

			spriteBatch.Begin();
			spriteBatch.DrawString( mFont, Game1.score.ToString(), Vector2.Zero, Color.White );
			if ( sGameOver )
			{
				spriteBatch.DrawString( mFont, "GAME OVER", new Vector2( graphics.PreferredBackBufferWidth/2, graphics.PreferredBackBufferHeight/2 ), Color.Yellow );
			}
			spriteBatch.End();

            base.Draw(gameTime);
        }
        #endregion
    }
}
